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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

體驗經濟下,休閒飯店經營管理之探討--以台東如意休閒事業飯店為例 / Experiential Economy,the study of Leisure Hotel Management and Administration--A case study of Tai-Tung Ru-Yi Leisure hotels

李慕雄, Lee, Mu Hsiung Unknown Date (has links)
臺東縣觀光休閒產業是大家目光焦點,已有千百個民宿業,配合市場需求已扮演住宿重要角色。所到之處,都是民宿業天下。隨著時間南迴鐵路、南迴公路以及蘇花二改全面進行中。未來3-5年交通上會有很大躍進。臺東市區BOT飯店業陸續完工,臺東市觀光旅遊產業軟硬體逐漸成形,臺東成為一個觀光城市,迎向陽光未來指日可待。 在這個"休閒者為中心”的時代,正逐漸成為一個日益引起關注、富有生機和活力的體驗經濟時代。體驗經濟的出現滿足了消費者對商品的需要、情感的需要、自我實現的需要。體驗經濟是以客戶為中心的經濟,它反映人類的消費行為和消費心理正在進入一種新的高級形態。 我們建議台東如意休閒事業飯店能朝以下方向前進,1)主題飯店2)體驗主題化 3)公益敎育提倡推廣4)異業結盟共創佳績 在這個世代希望創造自己和朋友、家人、孩子們的歡樂童年和美好回憶。忘憂館景觀旅店和曙光渡假酒店,要朝向這方向前進,要提供好的條件給消費者,藉由人的感受所創造的價值,是需要不斷提昇和優化來帶動經濟成長和發展。 / Tai-Tung tourism and leisure industry catch everyone’s eyes, hundreds of B & B in Tai-Tung, have been playing an important role in tourist-stay market. B & B could be found everywhere. With transportation to connect Tai-Tung and other cities will have great improvement in the nearly 3 to 5 years due to south-link highway and the Su-Hua Highway. Hotels in Tai-Tung downtown by BOT are being completed. Threrfore, Tai-Tung, as a tourist city, is expended to have a bright future. Since, the hardware and software of tourism are gradually being matured. In this "casual person-centric" era, the era of experience economy is becoming a growing concern, full of vigor and vitality. Experience economy fullfills to cousumers’ needs , emotion and self-actualization. Experience Economy is customer-centric economy, which reflects consumers’ behavior and consumer psychology are moving forward to a higher level. We recommend Tai-Tung Ru-Yi Leisure Hotels can move in the following directions, 1) Theme hotel 2) theme experience 3) Promote Public Education 4) cross-industry alliance to create success. People in this age want to create the joy of childhood and lovely memory for their friends, family, and children. The forget worry village and Sunrise Hotel should donate themselves to be the providers who provide customers the good living conditions, with the feelings of people to create value, is the need to constantly improve and optimize to boost economic growth and development.
2

互動體驗設計於儀式展演之探究-以政治大學畢業典禮薪火相傳為例 / Interactive Experience Design in Ceremony-A case study of passing the flame in National Chengchi University commencement ceremony

曾怡甄, Tseng, Yi Jen Unknown Date (has links)
儀式作為人類社會中最重要的體驗活動,在歷經時代的考驗與價值觀的轉變汰換後,流傳下來的內涵與核心意義雖然不變,但表現形式、媒材不斷隨著時代發展與時俱進,本研究欲以政治大學畢業典禮薪火相傳儀式為例,利用體驗設計為框架,將儀式原有內涵作為敘事基礎,藉由數位內容的製作,以及互動設計結合當代科技的運用,重新策劃並執行互動儀式體驗,進而探討傳統儀式與互動儀式體驗的轉變與差異,因此本研究目的歸納為以下三點: 1. 以體驗設計為框架,儀式內涵為敘事核心,利用互動設計結合展示科技製作數位內容,建立互動儀式媒介、互動儀式情境,進而重新策劃、製作、展演虛實整合的互動儀式體驗。 2. 分別從表演者、主動參與者、被動參與者、製作執行者的角度,探討互動儀式體驗與傳統儀式的的轉變與差異。 3. 歸納出互動體驗設計應用於儀式展演的策劃與執行要點。 研究結果發現,互動儀式體驗透過當代互動科技的應用,讓儀式參與者能即時主動加入儀式展演的內容創作,因此相較於傳統儀式能帶來更多的參與感與歸屬感,雖然多數的儀式參與者仍偏好被動觀賞的形式,但集體共創的展演內容能引起在場儀式參與者的共鳴,進而創造儀式當下的回憶,因此深化體驗的感受,也讓儀式不只是流於形式的過程。 / Ceremony is one of the most important experiences in human society. Although the principles and core elements may remain the same, styles of ceremonies and technologies used in the ceremonies have been developed as time progress and values change. The purpose of this study was to discuss the transformation and difference between traditional ceremony and interactive media-introduced ceremony by a case study of passing the flame in National Chengchi University commencement ceremony. This study covers below three topics: 1. By utilizing experience design as framework and the narrative in ceremony as the core, preparing digital content that combines interaction design and exhibition display technology, establishing interactive media and environment, an interactive ceremony experience was re-curated, prepared, and executed. 2. Discussion of transformation and difference between interactive ceremony experience and traditional ceremony from views of performers, active participants, passive participants, and executors. 3. Key factors of application of interactive experience design in ceremony curation and execution. After field observations, digital content analysis, and interviews with some participants, the results revealed that real-time interactive experiences in ceremony can bring more sense of participation and belonging than used to. Despite most of participants preferred just watching the performance, participants could get more connection from exhibition content that contributed by themselves. Therefore, the memory created at the moment could bring stronger feelings and experience and not letting the ceremony become a mere formality.
3

月老文化之數位化互動體驗形式探究 / The Research of Digitizing Interactive Experience in the Matchmaker Culture

賴建成, Lai, Jian Cheng Unknown Date (has links)
隨著文化創意產業的興起,傳統的宗教信仰如何結合數位互動科技,以輔助參與者加深對宗教信仰文化的理解與體驗,是數位內容產業值得研究的議題。月下老人是華人傳統信仰中的姻緣之神。本研究因此將針對月老文化內容,設計一多人互動體驗情境,以探究月老文化內容以傳統和數位化的形式呈現,對參與者體驗感受的影響程度。 在設計研究方法上,包括創作概念發想以及互動裝置雛型實作兩部分。首先透過文獻探討,歸納出互動體驗設計原則,接著針對月老文化進行數位化設計與互動體驗流程設計,並以Unity 3D遊戲引擎結合Kinect體感科技與Android系統平台,實作一數位化月老文化互動體驗情境,以兩大體驗主題:數位化月老之參拜體驗與體感互動之繡球牽線等情境,以呈現月老文化創意設計概念。 針對參與者對月老文化內容的理解程度與體驗感受,進行問卷與訪談分析後發現,本研究設計之互動體驗情境能有效提昇參與者對文化內容起源與意義的理解。再以Schmitt 提出之策略體驗模組(Strategic Experiential Modules, SEMs)進行分析,發現此體驗情境皆有助於提昇參與者於感官、情感、思考、行動、關聯體驗的感受程度與認同感,進而創造深刻的互動體驗感受。最後,期望此互動體驗情境的設計過程與雛形的實作經驗,能轉移到同性質的文化體驗情境設計的應用上,並提供建議給後續研究做參考。 / With the advent of the cultural and creative industry, it is worth to investigate the integration of traditional religious culture with the interactive technology to improve the participants' understanding of culture. The Matchmaker, the old man of the moonlight, is the god of marriage and love in Chinese traditional religious culture. In the thesis, the design of a multiplayer interactive experiential environment for the integration of the Matchmaker culture with the interactive technology is investigated and developed to improve the participants’ experience. For the design methodology, the creative concept design is performed and the interactive device prototyping is implemented. We draw out the related interaction design principles and used Unity 3D game engine along with the Kinect somatosensory Technology and Android platform to implement the Matchmaker interactive environment. Two themes of the developed environment are the digital prayer experience of the Matchmaker and the interactive embroidered ball throwing. To evaluation the user experience of the developed environment, the questionnaire analysis and interviews are performed based on the Schmitt’s strategic experiential modules. The result showed that the developed environment can enhance the participants' understanding of the culture of the Matchmaker and improve participants’ perception and recognition towards the experience of sensing, feeling, thinking, acting and relating.

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